Antoine Cohade's Avatar

Antoine Cohade

@acohade.bsky.social

Principal Graphics programmer @ Arkane Lyon. Previously Unity / Intel Dev. Tech & ATG

131 Followers  |  198 Following  |  4 Posts  |  Joined: 22.11.2024  |  1.4621

Latest posts by acohade.bsky.social on Bluesky

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No Graphics API β€” Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

16.12.2025 18:51 β€” πŸ‘ 464    πŸ” 191    πŸ’¬ 19    πŸ“Œ 12
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides posted: "Adaptive Voxel-Based Order-Independent Transparency" shipping in the upcoming Call of Duty: Black Ops 7 by Michal Drobot from Activision Central Tech is now online: advances.realtimerendering.com/s2025/index....

30.09.2025 01:08 β€” πŸ‘ 81    πŸ” 22    πŸ’¬ 0    πŸ“Œ 1
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Anno 1800: Frame Analysis | Thomas Poulet In depth analysis of the steps required to get a frame from Anno 1800 onto the screen.

Anno 1800: Frame Analysis blog.thomaspoulet.fr/posts/anno-1...

19.08.2025 20:20 β€” πŸ‘ 34    πŸ” 9    πŸ’¬ 1    πŸ“Œ 0
A snippet of the blog post, showing a short explanation of derivatives, as well as a graph of a quadratic function, and a graph of its derivative.

A snippet of the blog post, showing a short explanation of derivatives, as well as a graph of a quadratic function, and a graph of its derivative.

Derivatives, Gradients, Jacobians and Hessians – Oh My!
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...

17.08.2025 04:33 β€” πŸ‘ 130    πŸ” 34    πŸ’¬ 3    πŸ“Œ 1
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Only a few days till REAC is here - register, log in, and soak in all the rendering architecture goodness!

Program: enginearchitecture.org/2025.htm
Register: tinyurl.com/register4rea...

See you there!!

08.06.2025 00:37 β€” πŸ‘ 17    πŸ” 12    πŸ’¬ 0    πŸ“Œ 1
Quaternions - Freya Holmer | NGJ2025
YouTube video by Nordic Game Jam Quaternions - Freya Holmer | NGJ2025

my NGJ2025 talk about Quaternions is up! πŸ’«

www.youtube.com/watch?v=PMvI...

03.06.2025 20:39 β€” πŸ‘ 474    πŸ” 52    πŸ’¬ 18    πŸ“Œ 5
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025
YouTube video by IGN The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025

Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...

03.06.2025 18:19 β€” πŸ‘ 210    πŸ” 45    πŸ’¬ 14    πŸ“Œ 2
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Intel’s Battlemage Architecture Intel’s Alchemist architecture gave the company a foot in the door to the high performance graphics segment.

Hello you fine Internet folks,

Today's article is on Intel's Battlemage Architecture found in the B580 dGPU and what improvements have been made compared to the last generation Alchemist architecture.

Hope y'all enjoy!

open.substack.com/pub/chipsand...

old.chipsandcheese.com/2025/02/10/i...

11.02.2025 07:29 β€” πŸ‘ 18    πŸ” 7    πŸ’¬ 0    πŸ“Œ 0
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Massaging the Shader Compiler to emit Optimum Instructions Modern GPU’s feature sophisticated instruction sets for executing shaders. However this blog details how unintiutive it can be to have the shader compiler leverage the optimum instruction. Co…

Another small gem for Graphics Engineers: martinfullerblog.wordpress.com/2025/01/13/m...

13.01.2025 17:56 β€” πŸ‘ 60    πŸ” 16    πŸ’¬ 0    πŸ“Œ 0

Definitely, when I was looking at tessellation / subdivision it quickly became a key concept to wrap your head around !

10.01.2025 07:49 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

This is a Most Excellent essay to watch, that explores sooo many worthy topics and is relevant for everyone!

Just don't start watching it right as you were about to go to bed, as I did, lest you want to inevitably extend your wake up time to the full length of the video.

22.12.2024 23:25 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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I was surprised to hear that many graphics people were surprised to learn that normals should be transformed with the adjugate transpose matrix. This is something I've written about extensively, so here's a new blog post that talks about what's going on.
terathon.com/blog/transfo...

12.12.2024 23:19 β€” πŸ‘ 50    πŸ” 12    πŸ’¬ 0    πŸ“Œ 1
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Graphics Programming Conference 2024 - YouTube The Graphics Programming Conference is a three day event in November. We have keynotes from industry experts, presentations, and β€œmasterclass” workshops with...

Graphics Programming Conference 2024 talks are up. Looking forward to learning the new Tomasz magic :) www.youtube.com/playlist?lis...

04.12.2024 12:34 β€” πŸ‘ 79    πŸ” 22    πŸ’¬ 1    πŸ“Œ 0

I’ve always been curious about this pre-pixel barrier.. The hardware must store somehow pre-shading pixels (some kind of ring buffer, maybe?). Don’t you ultimately run out of that storage preventing any VS to be dispatched ?

02.12.2024 22:47 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Very cool "simple" shader optimization Thread :) Interesting to see how fare you can get when taking into account GPU execution models into account !

23.11.2024 17:10 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

and Sebastian Aaltonen :)

23.11.2024 09:06 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 3    πŸ“Œ 0
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I feel the need to shout out this awesome D3D12 feature table that a few people from the DirectX discord put together: d3d12infodb.boolka.dev/FeatureTable...

18.11.2024 02:23 β€” πŸ‘ 122    πŸ” 38    πŸ’¬ 1    πŸ“Œ 2

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